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<blockquote data-quote="Lylandra" data-source="post: 7411837" data-attributes="member: 6816692"><p>Yep, I'd consider it a happy ending as well. As for the honeymoon: for them, especially in their surrogate roles, it was pretty much spot on. Besides that whole Elanor returns debacle. But that's from the character's perspective and even this episode allowed them both to grow.</p><p></p><p>Overall, adventure 4 has been a blast. From the premise of having your characters play other characters (talking about roleplay-ception), the planning, to the various colorful and sometimes outright crazy other passengers to the game of cat-and-mouse to the eye-opening finale. </p><p></p><p>Some of my/our personal highlights were:</p><p></p><p>- the supporting cast. We both equally loathed Elanor and Boone and loved the Grientos and Mr. Mapple. Carlyle instantly liked Kov Marik as well. We spent quite some time to find ways to figure out how to stop the machinations of both Elanor and Boone (I don't know how many times I said “I'd just love to just kill them”) without blowing our cover only to find some missing puzzle pieces by chance. I remember that scene when we had followed Elanor to the alchemist's shop, discussed whether we'd try to get Isobel right there, only to see Mapple step in the very same moment.</p><p></p><p>- NPC interaction. These guys and girls felt like real (albeit pretty strange) people who exist on their own. So naturally, they interacted with each other.</p><p></p><p>- Our choices were relevant. We both could play on our themes, our character's backgrounds and also our cover identity's background. And it didn't feel as if we'd missed something by not having, say, a martial scientist or a Yerasol veteran. </p><p></p><p>- Elanor, Isobel and the arena. Because of my character's background and identity, this turned personal very quickly. And that's why we got so invested and challenged by this thread. Besides all the ugliness of eladrin trafficking, I actually enjoyed putting something different at a stake than your usual life-or-death combat. Also, overcoming your fears in such a cinematic way? That's just awesome. </p><p></p><p>- The Grientos and the Familia. It wasn't that personal for Carlyle, but he's the one with the better contact to Cippiano and it was also his family's name that was somehow involved. </p><p></p><p>- The “villains” who are not at all villainous. I already talked about Ottavia, but the same holds true for Luc. And maybe even Lya and Bree. They got their own perspective and motivation and we just ended up on different sides at first. And in the end, maybe we'll reach a point where they become allies. Also, a stutterer and a deaf woman who communicate in sign? Whoever came up with this has earned a creativity sticker!</p><p></p><p>- Many questions answered, even more that arise. Okay, now we have the Obscurati cells, idealistic people who are maybe mislead by a strange chain-smoking figure (who may or may not be a 500 years old ghost). We also know that LYA, the king's effing fiancee is one of them. We know that they have some rather particular interest in anything planar-related and also construction and Witchoil. But what about the whole Crypta madness? What about Miller and Kasvarina and dooming the world? What did Triegenes do that caused Ashima-Shimtu to become trapped here? And what do the Obs plan? Do they want to use Lya as a black widow?</p><p></p><p>- The very broad railroad. As I stated before, Mr. Carlyle's player isn't very fond of too sandbox-y adventures. Being fully railroaded with very little choice isn't fun either (we played the “time of troubles” adventure and it wasn't fun at many points because we were forced from one scene to another and simply watched NPC doing cool stuff). Always on Time managed to avoid this. Yes, there are scripted events, but you can totally interact with them. And it is up to you whether or not to pursue a certain NPC. </p><p></p><p>So yeah, we ended this adventure on a very high note character-wise. Auryn just found herself a "young sister" she can train and Carlyle came to terms with his past (more of that in the next post). But there are already shadows looming on the horizon, even if our two constables aren't seeing them yet. And things are about to turn south as the world doesn't always turns out to be the way we thought.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7411837, member: 6816692"] Yep, I'd consider it a happy ending as well. As for the honeymoon: for them, especially in their surrogate roles, it was pretty much spot on. Besides that whole Elanor returns debacle. But that's from the character's perspective and even this episode allowed them both to grow. Overall, adventure 4 has been a blast. From the premise of having your characters play other characters (talking about roleplay-ception), the planning, to the various colorful and sometimes outright crazy other passengers to the game of cat-and-mouse to the eye-opening finale. Some of my/our personal highlights were: - the supporting cast. We both equally loathed Elanor and Boone and loved the Grientos and Mr. Mapple. Carlyle instantly liked Kov Marik as well. We spent quite some time to find ways to figure out how to stop the machinations of both Elanor and Boone (I don't know how many times I said “I'd just love to just kill them”) without blowing our cover only to find some missing puzzle pieces by chance. I remember that scene when we had followed Elanor to the alchemist's shop, discussed whether we'd try to get Isobel right there, only to see Mapple step in the very same moment. - NPC interaction. These guys and girls felt like real (albeit pretty strange) people who exist on their own. So naturally, they interacted with each other. - Our choices were relevant. We both could play on our themes, our character's backgrounds and also our cover identity's background. And it didn't feel as if we'd missed something by not having, say, a martial scientist or a Yerasol veteran. - Elanor, Isobel and the arena. Because of my character's background and identity, this turned personal very quickly. And that's why we got so invested and challenged by this thread. Besides all the ugliness of eladrin trafficking, I actually enjoyed putting something different at a stake than your usual life-or-death combat. Also, overcoming your fears in such a cinematic way? That's just awesome. - The Grientos and the Familia. It wasn't that personal for Carlyle, but he's the one with the better contact to Cippiano and it was also his family's name that was somehow involved. - The “villains” who are not at all villainous. I already talked about Ottavia, but the same holds true for Luc. And maybe even Lya and Bree. They got their own perspective and motivation and we just ended up on different sides at first. And in the end, maybe we'll reach a point where they become allies. Also, a stutterer and a deaf woman who communicate in sign? Whoever came up with this has earned a creativity sticker! - Many questions answered, even more that arise. Okay, now we have the Obscurati cells, idealistic people who are maybe mislead by a strange chain-smoking figure (who may or may not be a 500 years old ghost). We also know that LYA, the king's effing fiancee is one of them. We know that they have some rather particular interest in anything planar-related and also construction and Witchoil. But what about the whole Crypta madness? What about Miller and Kasvarina and dooming the world? What did Triegenes do that caused Ashima-Shimtu to become trapped here? And what do the Obs plan? Do they want to use Lya as a black widow? - The very broad railroad. As I stated before, Mr. Carlyle's player isn't very fond of too sandbox-y adventures. Being fully railroaded with very little choice isn't fun either (we played the “time of troubles” adventure and it wasn't fun at many points because we were forced from one scene to another and simply watched NPC doing cool stuff). Always on Time managed to avoid this. Yes, there are scripted events, but you can totally interact with them. And it is up to you whether or not to pursue a certain NPC. So yeah, we ended this adventure on a very high note character-wise. Auryn just found herself a "young sister" she can train and Carlyle came to terms with his past (more of that in the next post). But there are already shadows looming on the horizon, even if our two constables aren't seeing them yet. And things are about to turn south as the world doesn't always turns out to be the way we thought. [/QUOTE]
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